here is the log from the last test of 5587 in release
 
 
2012-09-02T13:53:37
Windows 7
Compiled using MinGW GCC 4.6.2
Qt runtime version: 4.8.1
Qt compilation version: 4.8.2
Addressing mode: 32-bit
Total memory: 3558 MB (unreliable)
Total virtual memory: 2047 MB (unreliable)
Physical memory in use: 43%
Processor speed: 1497 MHz
Processor name: AMD A6-3420M APU with Radeon(tm) HD Graphics
Processor speed: 1497 MHz
Processor name: AMD A6-3420M APU with Radeon(tm) HD Graphics
Processor speed: 1497 MHz
Processor name: AMD A6-3420M APU with Radeon(tm) HD Graphics
Processor speed: 1497 MHz
Processor name: AMD A6-3420M APU with Radeon(tm) HD Graphics
C:\msys\home\Barry\stellarium\stellarium.exe 
------------------------------------------------------- 
[ This is Stellarium 0.12.0 - http://www.stellarium.org ] 
[ Copyright (C) 2000-2012 Fabien Chereau et al ] 
------------------------------------------------------- 
Writing log file to: "C:/Users/Barry/AppData/Roaming/Stellarium/log.txt" 
File search paths: 
0 . "C:\Users\Barry\AppData\Roaming\Stellarium" 
1 . "." 
Attempting to use an existing older config file. 
Config file is: "C:\Users\Barry\AppData\Roaming\Stellarium/config.ini" 
Going to initialize the OpenGL 2 renderer 
OpenGL supported version: "4.1.11159 Compatibility Profile Context" 
Qt GL paint engine is: "OpenGL2" 
QGLShader::link: "Vertex shader(s) linked, fragment shader(s) linked.
" 
Log of the compilation of builtin shader " plainShader " : "Vertex shader(s) 
linked, fragment shader(s) linked.
" 
QGLShader::link: "Vertex shader(s) linked, fragment shader(s) linked.
" 
Log of the compilation of builtin shader " colorShader " : "Vertex shader(s) 
linked, fragment shader(s) linked.
" 
QGLShader::link: "Vertex shader(s) linked, fragment shader(s) linked.
" 
Log of the compilation of builtin shader " textureShader " : "Vertex shader(s) 
linked, fragment shader(s) linked.
" 
QGLShader::link: "Vertex shader(s) linked, fragment shader(s) linked.
" 
Log of the compilation of builtin shader " colorTextureShader " : "Vertex 
shader(s) linked, fragment shader(s) linked.
" 
GL vendor is "ATI Technologies Inc." 
QGLShader::link: "Vertex shader(s) linked, fragment shader(s) linked.
" 
QGLShader::link: "Vertex shader(s) linked, fragment shader(s) linked.
" 


 
Barry Gerdes
Beaumont Hills Observatory
S 33' 41' 44"    E 150' 56' 32"
 


> Date: Sun, 2 Sep 2012 03:52:35 +0200
> From: kiithsa...@gmail.com
> To: stellarium-pubdevel@lists.sourceforge.net
> Subject: Re: [Stellarium-pubdevel] OpenGL GSoC code merged to trunk
> 
> It did run on Ascendion's ATi Windows machine, with the GL2 backend.
> Could you post log, and find out where exactly it crashed?
> (i.e. run in a debugger, get to crash, backtrace)
> 
> If it was simply lack of GL 2.1, it should fall back to GL1 - that
> works with my VM build
> as Windows only has GL 1.1 built in.
> 
> I'll look at it tomorrow, it's 3:50 AM here.
> 
> On 9/2/12, Barry Gerdes <barrygas...@hotmail.com> wrote:
> >
> > Further to the last
> >
> > Stellarium build 5587 runs and builds OK in Debug mode
> > It compiles OK in release but crashes at start up
> > The error message refers to qtgui4.dll
> > Debug uses qtgui4d.dll, release uses qtgui4.dll
> >
> > A cold install of Ubuntu 12.04 and stellarium 5587 builds and runs without
> > any bother. (release mode)
> >
> >
> > Barry Gerdes
> > Beaumont Hills Observatory
> > S 33' 41' 44" E 150' 56' 32"
> >
> >
> >
> >
> >
> > From: barrygas...@hotmail.com
> > To: stellarium-pubdevel@lists.sourceforge.net
> > Date: Sun, 2 Sep 2012 09:06:30 +1000
> > Subject: Re: [Stellarium-pubdevel] OpenGL GSoC code merged to trunk
> >
> >
> >
> >
> > I am still having trouble with Stellarium builds in Windows.
> >
> > I fiddled with (added new glext.h) build 5582 in Win-7 64bit and it built OK
> > and ran.
> > However I tried the same on another computer in Vista and XP and the compile
> > still crashed as before.
> >
> > Today I built 5587 in Vista and XP on my laptop and while there are no
> > compile problems Stellarium crashes at the splash screen.
> > The log file stops while loading shaders and appears to need OpenGl 2.1
> > (maybe a screen driver update required)
> >
> > I also note that the size of the libstelmain.dll has dropped from 13MB to
> > 9MB
> >
> > I will try a build on another computer.
> >
> >
> >
> > Barry Gerdes
> > Beaumont Hills Observatory
> > S 33' 41' 44" E 150' 56' 32"
> >
> >
> >
> >> Date: Sat, 1 Sep 2012 09:10:42 +0200
> >> From: kiithsa...@gmail.com
> >> To: stellarium-pubdevel@lists.sourceforge.net
> >> Subject: Re: [Stellarium-pubdevel] OpenGL GSoC code merged to trunk
> >>
> >> I agree that this mess could have been avoided.
> >>
> >> I will at least test in a Windows VM before future merge requests.
> >>
> >> That said, at this point , I think it's just best to fix this and move
> >> on.
> >>
> >>
> >> As for these changes; I set up my environment on Windows according
> >> to http://www.stellarium.org/wiki/index.php/Windows_Build_Instructions .
> >>
> >> Including gl.h/glext.h from MinGW as following:
> >>
> >> #include <GL/gl.h>
> >> #include <GL/glext.h>
> >>
> >> works even without setting include path, but GL_RGBA32F is
> >> still undefined. I can only get that to work by #including the glext.h
> >> from OpenGL.org.
> >>
> >> Do we have different MinGW versions?
> >>
> >> Also, what about runtime? Does it run with GL other than 1.1 (I still
> >> can't test this, even in the VM)?
> >>
> >> FM
> >>
> >> On 9/1/12, Barry Gerdes <barrygas...@hotmail.com> wrote:
> >> >
> >> > Hi Timothy
> >> >
> >> > I stand by what I said. If it does not work on all systems it should not
> >> > be
> >> > commited to the trunk.
> >> > If you can't test windows compiles you can always ask me. I run
> >> > computers
> >> > with a variety of Windows operatiing systems. as well as Linux
> >> > In any case I have fixed the problem. It only required the addition of
> >> > Mingw\include\Gl to the path. The necessary files were already there.
> >> >
> >> > Barry Gerdes
> >> > Beaumont Hills Observatory
> >> > S 33' 41' 44" E 150' 56' 32"
> >> >
> >> >
> >> >
> >> >
> >> >
> >> > Date: Fri, 31 Aug 2012 20:14:36 -0400
> >> > From: trea...@silverfieldstech.com
> >> > To: stellarium-pubdevel@lists.sourceforge.net
> >> > Subject: Re: [Stellarium-pubdevel] OpenGL GSoC code merged to trunk
> >> >
> >> > That's not the way it works Barry. Trunk is trunk. This wa compiled -
> >> > and
> >> > compiles fine - on Mac and Ubuntu, the two OSes I have available. There
> >> > is
> >> > no expectation that a commit build on any platform. If a commit breaks
> >> > one
> >> > of the platforms, we try and get it fixed.
> >> >
> >> > But, just as our OpenGL sucks from lack of those skills, so too does
> >> > our
> >> > Windows builds, as we do not have active developers on Windows. Alex -
> >> > and
> >> > others - do their best to keep the Windows builds going, and your input
> >> > definitely helps in that regard (and other areas actually). The reality
> >> > is
> >> > this is the state we are in, and the resources we have.
> >> >
> >> > So we will go our best to get the Windows build fixed, but, we will not
> >> > reoll that commit back in the meantime.
> >> >
> >> >
> >> > On Fri, Aug 31, 2012 at 5:39 PM, Barry Gerdes <barrygas...@hotmail.com>
> >> > wrote:
> >> >
> >> >
> >> >
> >> > Hi
> >> >
> >> > Stellarium still does not compile in windows, Same reason as before.
> >> > Please
> >> > before commiting updates to the trunk they must be tested on Windows. It
> >> > is
> >> > no good building on Linux and then not being compatable with windows.
> >> >
> >> >
> >> >
> >> > Barry Gerdes
> >> > Beaumont Hills Observatory
> >> > S 33' 41' 44" E 150' 56' 32"
> >> >
> >> >
> >> >
> >> >> Date: Fri, 31 Aug 2012 23:05:42 +0200
> >> >
> >> >> From: georg.zo...@univie.ac.at
> >> >> To: stellarium-pubdevel@lists.sourceforge.net
> >> >> Subject: Re: [Stellarium-pubdevel] OpenGL GSoC code merged to trunk
> >> >>
> >> >
> >> >
> >> >> Sounds good. However, I cannot test it before next Thursday, maybe
> >> >> even
> >> >> later. Hopefully somebody else?
> >> >>
> >> >> Good luck,
> >> >> Georg
> >> >>
> >> >>
> >> >> On Fr, 31.08.2012, 22:22, Ferdinand Majerech wrote:
> >> >> > I got it to work.
> >> >> >
> >> >> > You need to include gl.h and glext.h from the OpenGL site
> >> >> > (http://www.opengl.org/registry/api/glext.h). I'll get it to
> >> >> > commitable state tomorrow. I think it'd make most
> >> >> > sense to simply add the glext.h to Stellarium source and include
> >> >> > gl.h
> >> >> > and glext.h on
> >> >> > Windows only.
> >> >> >
> >> >> > In VirtualBox I could only test the builtin Windows (software) GL 1.1
> >> >> > .
> >> >> > (Which ran at 2 FPS or so). There was actually one GL 1.1 specific
> >> >> > bug, was fixed.
> >> >> >
> >> >> > Testing on Windows with GL higher than 1.1 would be useful - AFAIK
> >> >> > in
> >> >> > GL on Windows the extensions' and newer GL versions' functions are
> >> >> > loaded at runtime to
> >> >> > function pointers. If Qt doesn't do that for us there might be
> >> >> > crashes
> >> >> > on higher than
> >> >> > GL1.1 (especially with the GL2 backend).
> >> >> >
> >> >> >
> >> >> >
> >> >>
> >> >>
> >> >> ------------------------------------------------------------------------------
> >> >> Live Security Virtual Conference
> >> >> Exclusive live event will cover all the ways today's security and
> >> >> threat landscape has changed and how IT managers can respond.
> >> >> Discussions
> >> >>
> >> >> will include endpoint security, mobile security and the latest in
> >> >> malware
> >> >>
> >> >> threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/
> >> >> _______________________________________________
> >> >> Stellarium-pubdevel mailing list
> >> >> Stellarium-pubdevel@lists.sourceforge.net
> >> >> https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel
> >> >
> >> > ------------------------------------------------------------------------------
> >> > Live Security Virtual Conference
> >> > Exclusive live event will cover all the ways today's security and
> >> > threat landscape has changed and how IT managers can respond.
> >> > Discussions
> >> > will include endpoint security, mobile security and the latest in
> >> > malware
> >> > threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/
> >> > _______________________________________________
> >> > Stellarium-pubdevel mailing list
> >> > Stellarium-pubdevel@lists.sourceforge.net
> >> > https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel
> >> >
> >> >
> >> >
> >> > ------------------------------------------------------------------------------
> >> > Live Security Virtual Conference Exclusive live event will cover all
> >> > the
> >> > ways today's security and threat landscape has changed and how IT
> >> > managers
> >> > can respond. Discussions will include endpoint security, mobile security
> >> > and
> >> > the latest in malware threats.
> >> > http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/
> >> > _______________________________________________ Stellarium-pubdevel
> >> > mailing
> >> > list Stellarium-pubdevel@lists.sourceforge.net
> >> > https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel
> >>
> >> ------------------------------------------------------------------------------
> >> Live Security Virtual Conference
> >> Exclusive live event will cover all the ways today's security and
> >> threat landscape has changed and how IT managers can respond. Discussions
> >>
> >> will include endpoint security, mobile security and the latest in malware
> >>
> >> threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/
> >> _______________________________________________
> >> Stellarium-pubdevel mailing list
> >> Stellarium-pubdevel@lists.sourceforge.net
> >> https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel
> >
> > ------------------------------------------------------------------------------
> > Live Security Virtual Conference Exclusive live event will cover all the
> > ways today's security and threat landscape has changed and how IT managers
> > can respond. Discussions will include endpoint security, mobile security and
> > the latest in malware threats.
> > http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/
> > _______________________________________________ Stellarium-pubdevel mailing
> > list Stellarium-pubdevel@lists.sourceforge.net
> > https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel
> 
> ------------------------------------------------------------------------------
> Live Security Virtual Conference
> Exclusive live event will cover all the ways today's security and 
> threat landscape has changed and how IT managers can respond. Discussions 
> will include endpoint security, mobile security and the latest in malware 
> threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/
> _______________________________________________
> Stellarium-pubdevel mailing list
> Stellarium-pubdevel@lists.sourceforge.net
> https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel
                                          
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Exclusive live event will cover all the ways today's security and 
threat landscape has changed and how IT managers can respond. Discussions 
will include endpoint security, mobile security and the latest in malware 
threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/
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